Switched to Windows MonoGamePlatform, fixes Song play

This commit is contained in:
Aragas 2016-10-14 23:16:48 +03:00
parent e653ac41d8
commit 331f8fa3c4
6 changed files with 19 additions and 22 deletions

View File

@ -11,7 +11,7 @@
<RootNamespace>net.Pokemon3D.Game</RootNamespace>
<AssemblyName>Pokemon</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
<MonoGamePlatform>Windows</MonoGamePlatform>
<MonoGameContentBuilderExe>
</MonoGameContentBuilderExe>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
@ -1692,11 +1692,8 @@
<Compile Include="World\World.vb" />
</ItemGroup>
<ItemGroup>
<Reference Include="OpenTK">
<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\OpenTK.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework">
<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />

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@ -3,7 +3,7 @@
/outputDir:bin
/intermediateDir:obj
/platform:DesktopGL
/platform:Windows
/config:
/profile:Reach
/compress:False

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@ -55,7 +55,7 @@ technique Texture
{
// TODO: set renderstates here.
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 TextureShaderFunction();
VertexShader = compile vs_4_0 VertexShaderFunction();
PixelShader = compile ps_4_0 TextureShaderFunction();
}
}

View File

@ -203,8 +203,8 @@ technique Simple
pass Pass0
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 SimplePixelShader();
VertexShader = compile vs_4_0 SimpleVertexShader();
PixelShader = compile ps_4_0 SimplePixelShader();
}
}
@ -212,8 +212,8 @@ technique Spotlight
{
pass Pass0
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 SpotlightPixelShader();
VertexShader = compile vs_4_0 SimpleVertexShader();
PixelShader = compile ps_4_0 SpotlightPixelShader();
}
}
@ -221,7 +221,7 @@ technique Greyscale
{
pass Pass0
{
PixelShader = compile ps_2_0 GrayscalePixelShader();
PixelShader = compile ps_4_0 GrayscalePixelShader();
}
}
@ -229,7 +229,7 @@ technique GaussianBlur
{
pass Pass0
{
PixelShader = compile ps_2_0 GaussianPixelShader();
PixelShader = compile ps_4_0 GaussianPixelShader();
}
}
@ -237,7 +237,7 @@ technique TexturedLight
{
pass Pass0
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 TexturedSpotlightPixelShader();
VertexShader = compile vs_4_0 SimpleVertexShader();
PixelShader = compile ps_4_0 TexturedSpotlightPixelShader();
}
}

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@ -69,7 +69,7 @@ technique Texture
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
VertexShader = compile vs_4_0 VertexShaderFunction();
PixelShader = compile ps_4_0 PixelShaderFunction();
}
}

View File

@ -148,8 +148,8 @@ technique Toon
// model will get drawn normally, and draw over the top most of this, leaving only an outline.
pass Pass1
{
VertexShader = compile vs_1_1 OutlineVertexShader();
PixelShader = compile ps_2_0 OutlinePixelShader();
VertexShader = compile vs_4_0 OutlineVertexShader();
PixelShader = compile ps_4_0 OutlinePixelShader();
CullMode = CW;
}
@ -157,8 +157,8 @@ technique Toon
// color the model with certain colors, giving us the cel/toon effect that we are looking for.
pass Pass2
{
VertexShader = compile vs_1_1 CelVertexShader();
PixelShader = compile ps_2_0 CelPixelShader();
VertexShader = compile vs_4_0 CelVertexShader();
PixelShader = compile ps_4_0 CelPixelShader();
CullMode = CCW;
}
}